RENEWAL / MONSTERS
Goblin Leader
DemihumanMediumWind 1
Elemental damage received Wind 1 defense
- NeutralNeu
- 100%
- WaterWat
- 90%
- EarthEar
- 150%
- FireFir
- 100%
- WindWin
- 25%
- PoisonPoi
- 150%
- HolyHol
- 100%
- DarkDar
- 100%
- GhostGho
- 100%
- UndeadUnd
- 100%
- Level
- 55
- HP
- 21,692
- Base EXP
- 2,336
- Job EXP
- 2,503
Combat
- ATK
- 253–322
- MATK
- 107–136
- DEF
- 72
- MDEF
- 30
- 100% HIT
- 322
- 95% FLEE
- 273
Attributes
- STR
- 60
- AGI
- 67
- VIT
- 45
- INT
- 18
- DEX
- 73
- LUK
- 23
Goblin Leader drops
Your ratesEach entry is a separate drop slot.
More combat details
- SP
- 1
- Attack Range
- 1 cells
- Skill Range
- 10 cells
- Chase Range
- 12 cells
- Walk Speed
- 120 ms
- Attack Delay
- 1120 ms
- Attack Motion
- 620 ms
- Damage Motion
- 240 ms
- Ai
- 21
- Class
- Normal
ATK and MATK ranges include level and attributes, before skills, buffs and target defenses.
HIT and FLEE targets exclude skills, status changes and mobbing penalties. Element values are damage multipliers before other modifiers.
Where to find Goblin Leader
1 static spawns| Map | Amount | Respawn delay | Position |
|---|---|---|---|
Geffen Field F11Field · gef_fild11 | 1 | 30 min + 0–20 min | Map-wide |
Coordinates are spawn centers. Actual positions and minimum respawn delays depend on server settings.
Goblin Leader skills
6| Skill | Level | Chance | Cast / delay | State & target | Condition |
|---|---|---|---|---|---|
| Follower SummonsMagic · 196 | 5 | 100% | 2 s1 min recast | attackself · cancelable: no | slavele2 · 1122 |
| Follower SummonsMagic · 196 | 5 | 100% | 2 s1 min recast | idleself · cancelable: no | slavele2 · 1122 |
Maximize PowerWeapon · 114 | 5 | 5% | 1 s5 s recast | attackself · cancelable: no | always0 |
Maximize PowerWeapon · 114 | 5 | 5% | 1 s5 s recast | chaseself · cancelable: no | always0 |
SmiteWeapon · 250 | 3 | 5% | No added delay5 s recast | attacktarget · cancelable: no | always0 |
TeleportMagic · 26 | 1 | 100% | No added delayNo added delay recast | idleself · cancelable: yes | rudeattacked |
Chance is checked when the skill’s state and condition are satisfied. It is not the chance per normal attack.


















